Fatshark and Bitsquid Game Engines, Game Development and Design

Total Page:16

File Type:pdf, Size:1020Kb

Fatshark and Bitsquid Game Engines, Game Development and Design Fatshark and Bitsquid Game engines, game development and design Rikard Blomberg - CTO and Founder of Fatshark AB - Board Member and Founder of Bitsquid AB - [email protected] Let’s Start with a survey so I get to know you… Q: What are you studying – what program etc… Q: Do you plan or would you like to work with computer games? A good idea if you like plenty of hardware on your desk! How often do you play computer games? a) Several times or hours a day b) Once a day c) A couple of times a week d) Less than that, but sometimes e) Games are not for me – games are for kids, boys, nerds, etc… What is your preferred platform? a) PC or (Mac) or (Linux) b) Web based c) Current Gen Consoles (Xbox360, Ps3) d) Anything from Nintendo e) Tablet f) Phone g) Other… (I bet no one of you even owns a PsVita – am I wrong?) Do you know how to program? a) I am awesome! (John Carmack, Linus Torvalds) b) I could make a living on it. c) I know the basics. d) No, but I know how to use MS Office… Have you ever made a game? a) Yes, and it has been released and people actually pay me for it. b) Yes, but it is not commercial, I am not a capitalist pig! c) I just need to fix those last bugs… d) I started on a project but then…. e) No – isn’t that what we are supposed to do in this course? END OF SURVEY Thanks So how did I end up here? Spent a lot of time playing computer games and pen-and-paper RPGs Have always loved games of all sorts. Also loves “world-building” and simulations Did I do a lot of Programming? I started programming when my father brought this home in 1986. What is the name of the computer? Considered myself a good programmer (even fooled my friends that I was) until I actually started coding large complex systems i.e. games… Actually I became a rather good programmer around 2006 or so Now I am back being a n00b… cause programming is a craftsmanship. So, how did I end up here? . Wanted to become a physicist - started at F on KTH. Started at HHS by a fluke. Met Martin Wahlund who was to become my business partner. He is now CEO of Fatshark. Do you remember this company logo? How did we start making games? First game we made was for KTH Game Awards 2003. Project page still alive at: http://excitera.nu/kthga0203/boundless.php After the competition we started a company to commercialize the game, but we never got there… Things got in the way To make actually make games that we wanted to we found out that we needed: . Financing . A balanced team . Experience So what happened was: Consulting, sub-contracting More common in the game industry than what you might believe. Game projects usually have unbalanced resource requirements over time. More programmers are always needed as you get close to launch. Grin and Fatshark Fatshark was started in collaboration with Grin to work as a subcontractor on parts of games or on whole games. But eventually bad things happened: But Fatshark survived… (and a new creature emerged) Bitsquid founded 2009 Goal: To create a new high-end game engine, built from the ground to focus on performance, flexibility and productivity. Old logo (showing it will get me killed) Tobias Persson Niklas Frykholm A Skunkworks Project "It is an especially enriched environment that is intended to help a small group of individuals design a new idea by escaping routine organizational procedures.” Where are we now? 40 man strong studio doing: . Self published projects . Publisher projects (work for hire) . Supporting, continuing development of released games ~40 Experienced Developers (and one inflatable shark) based in central Stockholm Don’t try this at home kids! Developing a multi- purpose game engine is generally not a great idea. It was against all business-logic doing so… but sometimes you just have to go with your gut feeling. And we have some really interesting stuff in the pipe… (but I can’t tell you about that) What is a game engine? A game engine is a system or framework for creating computer games. Consist of two parts: . Tools . A runtime component Typically encapsulates platform differences (Hardware Abstraction) Why use a game engine? Why not? . Decrease risk . Don’t re-invent the wheel . Increase platform reach . Decrease cost . Decrease development time . I get back to the “not” part… What game engines are out there? (it’s a jungle) . Commercial . Publisher owned . Strictly In-house Unreal (my totally biased description) . Unreal Engine grew out of Unreal, a first person shooter. Focusing on larger development teams, console titles and AAA games. Has made inroads into the mobile space, targeting Android and iOS. Long list of licensees, and many best-selling AAA games have been made in the engine. Unreal also has a “free” version targeting smaller developers: UDK Unity(my totally biased description) . The Unity Engine is used by over 500 000 game developers. Unity supports console development, it is mostly used for simple 2D games for mobile phones, PCs and the web. Unity has a free version with limited functionality and a Pro version needed for serious development which costs $1500 per seat. Has a hugely successful asset store where developers can trade systems and assets. Some other engines Roll your own? Why? 1. You are a technology freak 2. You have some very special needs In either case: Expect Pain . Is both the name of the company (a subsidiary to Fatshark) . … and the technology (game engine) being licensed to a steadily increasing number of game developers. Company currently employs a CEO and 7 developers The Bitsquid Philosophy Simplicity Fast Job parallelism Dynamic Openness Data driven Flexible Flat simple data Lightweight structures How do we make games? A wide range of skills needed How do we make games? The Fatshark way of making games Usually fast – for good or bad Design is done collectively – for good or bad Ideas are either customer driven or taken from a backlog of ideas created at certain creative days. We try to reuse things to decrease risk. It can be reusing a setting and the art or reusing a gameplay framework. Game Design I am not a “Game Designer”. My current work mostly concerns running and managing a company. But I have some opinions (and they should be regarded as such). Ideas If I got a penny for every unique and fantastic game idea being pitched… [email protected] <[email protected]> Oct 3 [email protected] <[email protected]> to contact Apr 8 Your Email - [email protected] Regarding - general to contact Your message - Do you guys take game ideasYour from Email the - [email protected] general public? I'm asking because I have someRegarding ideas that - jobs I would like to send you guys. Your message - Hi, My name is Robin xyz and I want to contact you becouse I have an really special game idea. pls reply if you are intrested in hearing more about it. So ideas doesn’t matter??? To make a successful game You need a good idea and and way to get it to market. From there - It is 99% about execution! However – to make an insanely successful game (…think Minecraft) You need a brilliant idea.. and some crazy streak of luck From there - It is 99% about execution! No one will be able to tell if an you have a brilliant idea and luck – so I advice focusing on what you can influence. Where to start Start somewhere at least… It could be: . Defining an audience. Having that brilliant (oh well … at least good) idea! . Having a technology that shines in a certain area. Imitating that favorite game with just a small twist. Getting a high-level-vision from that crazy publisher Set a vision! Agree on the vision. Start coding… write that main.cpp (or whatever it is called) now! Please - make choices – narrow down Decide on features: – to skip! Decide on platforms: – to skip! Decide on content: – to skip! Decide on preferred distribution and monetization /* Documentation */ Document decisions – if you are more than one individual! For other purposes – skip documentation – you are making a game not an article or a book! If you like writing – make a blog about your development instead! When it comes to code: The main source of the information about what the code does should be the code itself. I have never used any single line of documentation written for our productions. But I have one big regret… …I regret that I didn’t take more pictures along the way, including especially screenshots of all funny bloopers and bugs created. “OFFICE” 1 OFFICE 2 OFFICE 3 OFFICE 4 OFFICE 5 Make it playable – NOW! If you are not making and engine – and you are not! Make it playable from day 1 (or at least week 1) Get a head start – work like crazy! Don’t expect help from anyone. Roll up your sleeves and get dirty. Don't Stray Too Far From Your Vision! Iterate while (game->quality() != AWESOME) { void (*task)(CGame*); task = find_possible_improvements(game): (*task)(game); } Rejoice(); exit(0); Iterate, iterate, play, play, iterate, play… however I have a nagging suspicion that this must is the case: CGame::quality() { return NOT_REALLY_THERE_YET; } Maybe closer to the truth… while (game->quality() != AWESOME) { void (*task)(CGame*); task = find_possible_improvements(game): (*task)(game); if(out_of_time() || out_of_money()) { int result = Pray(); exit(result) } } Rejoice(); exit(0); Find a balance between general/reusable and quick/dirty.
Recommended publications
  • Gabriel Flamm +46 736 987 582 [email protected]
    Gabriel Flamm +46 736 987 582 [email protected] “My objective is to make sure you feel the intended emotion in every moment” May 2012 – present • Battlefiled V, EA Dice Cinematic Animator Took scenes from mockup in animation software to functional and ready for render farm in Frostbite Polished and finalized several scenes – characters, props, vehicles. • Star Wars Battlefront II, Lucasfilm, EA Dice Cinematics Heroes vs Villains – Intro My responsibility was to come up with ideas for intro moves and direct mocap actors Animate the cameras and set up the logic Galactic Assault - Intros & Outros I created all intros when it comes to character and vehicle animations timed to the systematic camera. I did also set up the cameras, unique for each team on all levels. The outros are real time events where I animated cameras, characters, vehicles and some of the existing VFX assets. Emotes I came up with all Emotes - both VO and motion, planned and directed motion capture I gave direction to a VO actor, to be used as a reference for all other VO actors I created briefs, material and demand lists for outsourcing as well as being part of the feedback process with the animation director • Battlefield 1, EA Dice Cinematic Animator Took scenes from mockup in animation software to functional and ready for render farm in Frostbite Polished and finalized several scenes Animated airplanes in Friends in high places Animated cameras, characters and objects in Nothing is written real time cinematic, timed to VO Added background characters where needed Implemented and polished a few in-game 1p and 3p animations.
    [Show full text]
  • Unity Training Academy 2018-2019, #2 Aras Pranckevičius
    Random Things About Code Unity Training Academy 2018-2019, #2 Aras Pranckevičius 1 Generative Art – Made with Unity Caveat Emptor ● This is going to be totally random! ● Without any structure! ● ...so yeah :) 2 Random Intro 3 A long time ago in a galaxy far, far away... ● I thought these are awesome: ○ C++ ○ STL, Boost ○ Object Oriented Programming ○ Design Patterns ● Had hair! 4 Now... ● Most of these are... ”not that good” ○ C++: too complicated ○ STL/Boost: too complicated, over-engineered ○ OOP: only useful for UI widgets ○ Design Patterns: BS to sell books/courses ● No hair :( 5 Some things which I like: Futurist Programming ● “Futurist Programming” by Nick Porcino ● http://nickporcino.com/meshula-net-archive/posts/post168.html 6 Some things which I like: Futurist Programming ● No Compromise, No Waste Programming ○ The program is the BEST at what it does ○ The program is FAST ○ The footprint is SMALL ○ The code is CLEAR ○ The program is BUG-FREE ○ Abstractions must SIMPLIFY ○ The unnecessary is ELIMINATED ○ NO COMPROMISES in the name of Extensibility, Modularity, Structured Programming, Reusable Code, Top Down Design, Standards, Object Oriented Design, or Agility. 7 Some things which I like: Three Big Lies ● “Three Big Lies” by Mike Acton ● https://www.gdcvault.com/play/1012200/Three-Big-Lies-Typical-Design ● https://cellperformance.beyond3d.com/articles/2008/03/three-big-lies.html ● Fun fact: Mike is at Unity now, working on ECS and stuff! 8 Some things which I like: Three Big Lies ● Software is a platform ● Code designed around
    [Show full text]
  • Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
    GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent.
    [Show full text]
  • Game Developer Index 2010 Foreword
    SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here.
    [Show full text]
  • 360Zine Issue 31
    FREE! NAVIGATE Issue 31 | June 2009 360Free Magazine For Xbox 360 Gamers.Zine Read it, Print it, Send it to your mates… EXCLUSIVE HANDS-ON PREVIEW & INTERVIEW Guitar Hero PREVIEW & INTERVIEW! Greatest Hits SABOTEUR PLUS! PREVIEW & INTERVIEW! REVIEWED FIGHT NIGHT REVIEWED BATTLESTATIONS: PREVIEWED PACIFIC ROUND 4 CALL OF JUAREZ: BIONIC COMMANDO REARMED BOUND IN BLOOD CONTROL a NAVIGATE |02 QUICK FINDER Don’t miss! This month’s top highlights Every game’s just a click away! MX vs ATV Reflex Guitar Hero Call of Juarez: Greatest Hits Bound in Blood Bionic The Saboteur Commando We have a stack of hands-on previews lining Call of Juarez: Darksiders: Battlestations: up for your perusal this month. Call of Juarez: Wrath of War Pacific Bound in Blood, Darksiders: Wrath of War, The Bound in Blood Fight Night Space Invaders Saboteur, Fight Night Round 4 and Guitar Hero: Pistols at dawn Round 4 Extreme Greatest Hits are all fast on their way to your The Saboteur favourite console and all are looking MORE FREE MAGAZINES! LATEST ISSUES! worthwhile contenders. In addition we have HANDS-ON PREVIEW! EXCLUSIVE INTERVIEW! interviews with the dev teams of Saboteur and Fight Night. In the here and now we also have reviews of Bionic Commando, Battlestations: Pacific and the wonderful XBLA offering that is Space Darksiders: Wrath of War Invaders Extreme. Previewed Enjoy the issue and be sure to come back next time for our exclusive lowdown on the gaming wondershow that is E3. DON’T MISS ISSUE 32 SUBSCRIBE FOR FREE! 360Zine WARNING! MULTIMEDIA DISABLED! FEEDBACK! Dan Hutchinson, Editor Fight Night Round 4 If you are reading this, then you didn’t choose “Play” Click here to [email protected] Knockout preview when Adobe Reader asked you about multimedia when tell us what you opened the magazine.
    [Show full text]
  • BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges
    BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges Niklas Frykholm System Architect, Bitsquid DESIGN GOALS • An engine that is:! Flexible! Fast! And supports good workflows! ! • Not a click-and-play “game maker”! Aimed at professionals who want full performance and full control! • Not a repurposed first-person shooter! For all game types FLEXIBLE • Engine! Avoid bit-rot (large software systems get worse over time)! • Any game type! FPS, platformer, RPG, racing game, architectural visualization, etc! User must be in full control of game logic! • Wide range of platforms (mobile → high end PC)! Very different performance characteristics! Don’t try to hide platform differences (abstraction → inefficiency)! Users must be able to control the entire rendering pipeline (forward/deferred)! • Flexibility puts higher demands on users than click-to-play Hamilton’s Great Adventure (Fatshark: PC, PS3, Android) War of the Roses (Fatshark: PC) Krater (Fatshark: PC, OS X) The Showdown Effect (Arrowhead: PC, OS X) War of the Vikings (Fatshark) Magica Wizard Wars (Paradox North) Helldivers (Arrowhead) AVOIDING BIT-ROT • Care about code quality! Publish your source code! (We give it to our customers)! • Keep the engine small! Less code is better! Aggressively remove what you don’t use!! Don’t do everything that our customers want! (They can do it themselves in the source.)! • Refactor! When you find a better way to do things → rewrite! • Decouple! As few dependencies between systems as possible! Individual systems can be replaced
    [Show full text]
  • Confidential. © 2009-2015 Crytek Gmbh. All Rights Reserved. Page
    With CRYENGINE 5.1.0, we have deprecated the support for Visual Studio 2012 and 2013. For more information, please check Visual Studio Supported Versions. This has implications on the language features that can be used in the code-base. This document outlines the most important coding standards that are applicable to CRYENGINE. Its main purpose is to achieve overall code consistency and software structural quality. It is a helper for improving code readability and easing maintenance. Programmers are expected to follow this standard while writing code for CRYENGINE. There may be few exceptions to deviate from the coding standard, since we cannot predict every scenario or situation that may occur in the future. The majority of code should follow these rules, so that we can have a clearer and maintainable code base. These rules apply to CRYENGINE, Sandbox and plug-in/extensions thereof. (All the code can be found under Code/CryEngine, Code/Sandbox and Code/CryExtensions) When you intend to deviate from the guidelines, you should mention this in the code review so that: Reviewer spends less time marking them. You can immediately state the reason for the deviation to avoid any confusion. Coding standard Disabled C++ features Uncrustify code formatting tool Common rules: Tabs and spaces Spaces in expressions Long and complex expressions Wrapping Long function parameter lists if statement for statement Infinite loops switch statement Conditional operator (ternary) Constructor initialization lists Formatting rules for composite types Naming conventions
    [Show full text]
  • Flexible Rendering for Multiple Platforms
    Flexible Rendering for Multiple Platforms [email protected] Nikolaj Kledzik / Frans Enmark Polygon – Verktygslåda 8 Art Direction & Design Inspiration Logotyp 2011 © Nikolaj Kledzik / Frans Enmark Breakdown –Introduction –Bitsquid Rendering Architecture –Tools Bitsquid –High-end game engine for licensing –Multi-platform: PC, MAC, PS3, X360, High-end mobile –Currently powering 10 titles in production – Production team sizes 15-40 developers Bitsquid –Key design principles – Simple & lightweight code base (~200KLOC) –Including tools – Heavily data-driven – Quick iteration times – Data-oriented design –Highly flexible... Screenshot : WOTR “War of the Roses” Courtesy of Fatshark and Paradox Interactive Screenshot : WOTR “War of the Roses” Courtesy of Fatshark and Paradox Interactive Content Slide – Text Here – Or here “Krater” Courtesy of Fatshark Krater “Krater” Courtesy of Fatshark Screenshot: Shoot “The Showdown Effect” Courtesy of Arrowhead Game Studios & Paradox Interactive Screenshot Hamilton “Hamilton’s Great Adventure” Courtesy of Fatshark “Stone Giant” DX11 tech demo Flexible rendering –Bitsquid powers a broad variety of game types – Third-person, top-down, 2.5D side-scrollers and more –Different types of games can have very different needs w.r.t rendering – 30Hz vs 60Hz – Shading & Shadows – Post effects, etc.. –Game context aware rendering – Stop rendering sun shadows indoors, simplified rendering in split-screen Flexible rendering –Also need to run on lots of different HW-architectures –Cannot abstract away platform differences, we need stuff like: – Detailed control over EDRAM traffic (X360) – SPU offloading (PS3) – Scalable shading architecture (forward vs deferred, baked vs real-time) –What can we do? – Push the decisions to the developer! –But, make it as easy as possible for them..
    [Show full text]
  • Practical Particle Lighting
    Practical Particle Lighting [email protected] Nikolaj Kledzik / Frans Enmark Polygon – Verktygslåda 8 Art Direction & Design Inspiration Logotyp 2011 © Nikolaj Kledzik / Frans Enmark Overview –Introduction –Basic Particle Lighting –Improvements –Conclusions Introduction: Bitsquid –High-end game engine for licensing –Currently powering 10 titles in production – Team sizes between 15 and 40 developers –Techniques presented used in one announced title so far – “War of the Roses”, Fatshark / Paradox Interactive TODO: WOTR screenshot –Showing lit smoke pillars – “War of the Roses” Courtesy of Fatshark and Paradox Interactive Introduction: Particle Lighting –a.k.a. Billboard lighting –Focus on making billboards fit in with the environment – Must support dynamic local lights as well as global lighting environment –Cheap enough to be used on all non-emissive particles – Keep PS work to a minimum, push bulk cost to earlier stage (VS or DS or even off GPU on some arch.) Unlit Particles Motivation screenshot –Unlit particles Lit Particles Motivation screenshot –Lit particles Vertex Lighting –Super cheap – Calc incoming light per-vertex in VS (or on CPU) – Modulate with particle color in PS –Solves problem with fitting into rest of the scene –Better than nothing but looks very flat – No sense of incoming light direction biggest problem –Can we do better? Resurrecting an old friend: HL2-basis –Project lighting environment to HL2-basis[1] –Align HL2-basis vectors with billboard (i.e view space) Z+ Y+ X+ Lighting using HL2-basis –In VS: For
    [Show full text]
  • Theindiegamedeveloperhandbook.Pdf
    THE INDIE GAME DEVELOPER HANDBOOK This page intentionally left blank THE INDIE GAME DEVELOPER HANDBOOK Richard Hill-Whittall First published 2015 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2015 Taylor & Francis The right of Richard Hill-Whittall to be identified as the author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Hill-Whittall, Richard.
    [Show full text]
  • Karelia-Ammattikorkeakoulu Viiden 3D
    KARELIA•AMMATTIKORKEAKOULU Tietojenkäsittelyn koulutusohjelma Janne Mononen VIIDEN 3D-PELIMOOTTORIN VERTAILU UUDEN KEHITTÄJÄN NÄKÖKUL- MASTA Opinnäytetyö Marraskuu 2016 OPINNÄYTETYÖ Marraskuu 2016 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80220 JOENSUU 013 260 600 Tekijä(t) Janne Mononen Nimeke Viiden 3D-pelimoottorin vertailu uuden kehittäjän näkökulmasta Toimeksiantaja Joensuu Games Tiivistelmä Tässä opinnäytetyössä vertaillaan viittä helposti saatavilla olevaa 3D-pelimoottoria uuden tai kokemattoman kehittäjän näkökulmasta. Opinnäytetyön tavoitteena on vertailla peli- moottoreiden ominaisuuksia ja selventää lukijalle minkälaiselle kehittäjälle tai kehittäjäryh- mälle opinnäytetyöhön valitut pelimoottorit sopivat. Opinnäytetyö on tutkimuksellinen. Opinnäytetyöhön valittuja pelimoottoreita vertailtiin sellaisten ominaisuuksien osalta, jotka ovat tärkeitä kaikissa 3D-peliprojekteissa. Ominaisuuksia vertailtiin niiden monipuolisuu- den, helppokäyttöisyyden ja dokumentaation kattavuuden osalta. Opinnäytetyössä luotiin myös katsaus pelimoottoreiden käyttökustannuksiin ja rojaltimaksuihin. Opinnäytetyön tuloksena arvioidaan minkälaiselle kehittäjälle tai kehittäjäryhmälle vertai- lun pelimoottorit soveltuvat. Opinnäytetyön lopputuloksena kehittyi myös paljon vertailutie- toa ja huomioita pelimoottoreiden ominaisuuksista. Opinnäytetyön tuloksien on tarkoitus helpottaa uuden kehittäjän pelimoottorivalintaa. Kieli Sivuja 95 Suomi Liitteet Asiasanat pelimoottori, vertailu, Unity, Unreal Engine, Cryengine, Autodesk, Amazon, Stingray, Lumberyard
    [Show full text]
  • Maxime Capuano
    Maxime Capuano 164 rue Adhemar Fabri, La Roche-sur-Foron, France 07 78 39 57 69 – [email protected] malkaviel.github.io/particle/ Education Professional bachelor degree 2018 - 2019 • Puy-en-Velay IUT, France. • Academic interests: Medical imaging, 3D mathematics, algorithms and programming. • Developed a MRI visualization software with the Unity Game Engine and the Microsoft Hololens, to display and manipulate MRI images on top of patients in real-time. DUT 2015 - 2017 • Puy-en-Velay IUT, France. • Academic interests: General computer science knowledge, C++ and C# programming, 3D mathematics and algorithms, game development. • Developed a complete 2D game with the Unity Game Engine with a group of 14 students. • Reworked the Puy-en-Velay IUT’s website. Capuano Resume – Page 1 of 3 Professional Experience OpenStudio 2018 – 2019 Back-end Web Developer (Apprenticeship) • Puy-en-Velay, France. • Helped at the development of new functionalities, correction of bugs, and refactoring of the back-end framework and plugins used by OpenStudio. • Worked on the introduction of automating tools and debugging tools in the development process, in order to automatically test the websites functionalities, make their deployment easier and make the development and debugging of projects easier and faster. FB Digital 2017 Back-end Web Developer (Internship) • Brioude, France. • At first, assisted the lead developer with small tasks, in order to gain experience with the tools used by FB Digital (PHP, Symfony web framework, Thelia e-commerce framework). • Later, worked as the lead developer on an e-commerce project, implementing most back-end functionalities. Capuano Resume – Page 2 of 3 Personal Projects The Forgotten Ark 2017 • A first person shooter arena in a sci-fi universe, where the player can select its archetype to fit its play-style.
    [Show full text]